Codex - D&D 5e Unearthed Arcana

(Jeff_L) #1

The Undying Light

Your patron is not a specific entity, but the energy that
radiates from the Positive Plane. Your pact allows you to
experience the barest touch of the raw stuff of life that
powers the multiverse. Anything more, and you would be
instantly incinerated by its energy.
Contact with the Positive Plane causes subtle changes to
your behavior and beliefs. You are driven to bring light to dark
places, to annihilate undead creatures, and to protect all
living things. At the same time, you crave the light and find
total darkness a suffocating experience akin to drowning.
As an optional way to add more flavor to your character,
you can pick from or roll on the following table of flaws
associated with warlocks of the Undying Light.

Undying Light Flaws
1 You are afraid of the dark, and must always have a light
source at hand.
2 You have a nervous compulsion to keep a bright light
in even the barest shadow.
3 You have a compulsion to enter and illuminate dark
4 You have an overwhelming hatred of undead creatures.
5 You fidget and are irritable when you can’t see the sun.
6 In a dark area, you always carry a lit torch or lantern.
Putting it down is an unbearable thought.

Expanded Spell List
The Undying Light lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.

Undying Light Expanded Spells
Spell Level Spells
1st burning hands
2nd flaming sphere
3rd daylight
4th fire shield
5th flame strike

Radiant Soul
Starting at 1st level, your link to the Positive Plane allows you
to serve as a conduit for radiant energy. You have resistance
to radiant damage, and when you cast a spell that deals
radiant damage or fire damage, you add your Charisma
modifier to that damage. Additionally, you know the sacred
flame and light cantrips and can cast them at will. They don’t
count against your number of cantrips known.

Searing Vengeance
Starting at 6th level, the radiant energy you channel allows
you to overcome grievous injuries. When you would make a
death saving throw, you can instead spring back to your feet
with a burst of radiant energy. You immediately stand up (if
you so choose), and you regain hit points equal to half your hit
point maximum. All hostile creatures within 30 feet of you
take 10 + your Charisma modifier radiant damage and are
blinded until the end of your turn.
Once you use this feature, you can’t use it again until you
finish a long rest.

Radiant Resilience
Starting at 10th level, you gain temporary hit points whenever
you finish a long or short rest. These temporary hit points
equal your warlock level + your Charisma modifier.
Additionally, choose up to five creatures you can see at the
end of your rest. Those creatures gain temporary hit points
equal to half your warlock level + your Charisma modifier.

Healing Light
At 14th level, you gain the ability to channel the Undying
Light to heal yourself and other creatures. As a bonus action,
you can touch a creature and heal it. With each touch, a
creature regains from 1d6 to 5d6 hit points (your choice). You
have a total pool of 15d6 you can expend. Subtract the dice
you use with each touch from that total.
You regain all expended dice from your pool when you
finish a long rest.

Free download pdf